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Everything posted by theJesuit
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Killing kerbals softly
theJesuit replied to garwel's topic in KSP1 C# Plugin Development Help and Support
Apologies to the Fugees https://www.youtube.com/watch?v=oKOtzIo-uYw Tapping the board with your fingers. Playing with life by key strokes. Killing them softly with your code; Killing them softly, with your code; Playing their whole life by key strokes Killing them softly with your code. I saw them only proto, I saw them in C sharp, And sent them up in rockets, keys were played like a harp, And there they were, these kerbals, light beams sent to my eyes... I'll see myself out then. -
So many people have asked for this over the years that TR has existed and allowed for helmet removal. I believe the issue has been that it is part of the kerbal model itself. If you can work it out you'll no doubt be classed as a genius. Or a genie. Great work! Thanks and Peace.
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Okay, so finally downloaded and had a go... I removed the RealSolarSystem&SSRSS from the KER is now reading with a simple rocket - with a Mk1 Command Pod, an FL-T800 tank and one swivel engine as massively excessive delta vee and thrust. Confirmed that I was in orbit with fuel to spare. This appears to be the opposite of your stated intention! Is the CFG file supposed to be *1.8 across the board or /1.8? EDIT - just looked at the RSS config you have above, and yup - its the same, so stock and SSRSS is quite overpowered
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I've been wondering about this, and had no idea where to start! Thanks for being on a similar wavelength! Peace.
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I too look forward to this awesome piece of work. @Stevie_D will you do a testing release before completing the IVAs for the centrispinnials? Peace.
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It is only parts and some MM cfg patches. There are no .dlls to update. The mod is basically a part expansion for Extra-planetary Launchpads, which is not bundled. Some of the tank parts have texture and resource switching which requires firespitter, but these won't load if they the mod hasn't been installed. It also has some KIS/KAS specific parts. If you just want to your craft or base to look nice, then there are no issues!. And hasn't EPL been updated to 1.3? Also, I do have it installed in my current 1.3 save and although haven't unlocked them nothing seems to be amiss. Peace.
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Incredible! This is so awesome. You are filling several niches which are missing. Thank you so much for the time, effort and skill you are investing. Peace.
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Funds to limit construction time (now with a poll)
theJesuit posted a topic in KSP1 Mods Discussions
Hi all, Just wondering (again) about the way career, funds and EPL/GC play nicely together or don't and a simpler alternative to KCT. Pinging @linuxgurugamer and @nathan1 to see what they think and whether this would be possible with their current mods StateFunding and AltFunding. So the first question is this: Is it possible to mod in a two tier Funds system? The second question is this: Is it possible to mod the in game name of Funds The third is a question on feedback for this idea: The Funds are dripped into your save based similar to State Funding (rate changeable according to Career rep, KSC building tiers etc) ALL parts are modded to have a cost directly associated with their mass, which is what EPL and GC calculate build times on. Funds would effectively equate to RocketParts or whatever. This retains an 'insta' build option, but Funds have been significantly nerfed so that you need to wait. Contracts may just give enhanced rep, which increases funds. Recovered rockets and stages are 'recycled' rocketparts anyway and come back as Funds, giving a boost before launching your next rocket. It does mean that 'money' is out of the equation, but my own head canon suggests that money isn't a motivating factor for kerbals working, mainly as costs to upgrade facilities and hire kerbals are one offs - we don't actually pay anyone! It is simply a cost of building or generating them. It also means that setting up EPL bases on the Mün becomes much more important! As off world resource mining is free. What do you all think? Please offer feedback. Disclaimer - I may do something like this as part of the AngleCan Simplex mod. Peace.- 3 replies
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- state funding
- timedelay
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[1.12.x] Hide Empty Tech Tree Nodes (for modded tech trees) v1.3.2
theJesuit replied to ev0's topic in KSP1 Mod Releases
Thanks @ev0! -
Oh and welcome to the Forums! Peace.
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Looks awesome! If you could do Kerbalism support too please? How will you animate... I'm not sure about blender, but various modders could give you a heads up between infernal robotics to USI, Firespitter (does textures too?) Or using your own code? MOTHER developer might pass on code for his rotation animation which would allow for rotating IVA as well. Will you provide an IVA? Perhaps not for the 72 seat model Looking forward to this!
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[1.2.2] Historical Progression Tech Tree v2.0 - Updated 02-22-2017
theJesuit replied to pap1723's topic in KSP1 Mod Releases
As it is simply a CFG you should be able to utilise this with the current Module Manager. Peace. -
You can edit the Trait cfg to adjust how the Trait is managed - i.e. you can give the all the Kerbals the skill function which the same efficiency at every level if you so choose. But as goldenpsp said, they do need it as it is baked in as a requirement. Peace.
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
theJesuit replied to Ger_space's topic in KSP1 Mod Releases
@Ger_space, Congratulations on the release! That is very awesome - and thank you for all your work. Peace... -
Hey @Morse. Are you just waiting for the translations to be complete before releasing the update?
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Hoorah! And goosebumps? Must be cold in my office. Keep up the excellent work. Peace. EDIT: @Thrimm I just caught your latest youtube for the airlocks. Will the lip cause any issues for a kerbal walking though them and are they the same size as the originals?
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Can't believe I missed this announcement! Overnight for me and its 12 pages! What this means really is that Squad management/owners/shareholders (not the devs) don't have the drive to take KSP further. They were offered cash for the IP, and the deal I'm sure allows them to take a cut of the increased sales (if any) now that multiple languages are supported. The REAL money for TT will be KSP2. With tens of millions having purchase the game, it has potential to have 'sequels' in the Civilization of GTA sense, with a variety of spin off material. Same concept, new styling, better engines. Whe, in a couple of years, TT released a new KSP game with no early access bonuses and none of the marketing and EULA 'mistakes' that Squad made (because they didn't do their due diligence), costing what KSP at full price does now, would I buy it? Would people who bought previous to April 2013 have to buy the new game. Certainly. Would this community and the awesome modders move to a new version - I would hope so - and that is the key for me. The modders really have make the game the awesome experience that it is. I'd only buy into a successful community. Peace.
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- kerbal space program
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Roger Roger. Hope that whatever you the changes you are going through, there is increased goodness in life quality at the end! Peace.
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@Thrimm I'm enjoying your youtube channel now as a subscriber... any more video's featuring the domes? - a little music video visiting different habitats on different bodies perhaps? (Also secretly, patiently waiting on the dome update to drop) Peace.
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
theJesuit replied to Thomas P.'s topic in KSP1 Mod Releases
May as well let @ShotgunNinjaknow as well unless he already does and has it covered. Peace. -
Fly safe.